Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Bug/Patch Discussion => Topic started by: Yitzi on September 30, 2014, 10:56:29 PM

Title: Is this a bug: "defense against genetic warfare" techs do not protect units
Post by: Yitzi on September 30, 2014, 10:56:29 PM
As things stand, hospitals and security interlocks (from being targeted before) reduce damage from genetic warfare against both the population of a base and the units inside it, but "increases intrinsic defense against genetic warfare" techs protect the population but not the units.  Is this a bug or not?
Title: Re: Is this a bug: "defense against genetic warfare" techs do not protect units
Post by: gwillybj on September 30, 2014, 11:04:25 PM
"It is not a bug; the techs should not protect units."
Title: Re: Is this a bug: "defense against genetic warfare" techs do not protect units
Post by: Nexii on October 01, 2014, 01:58:24 PM
I voted #3 / other.  I think as you said by the description, hospital facilities should reduce the damage to units. 

"Security interlocks" affecting genetic warfare doesn't make much logical sense to me.  I guess if you rationalize it as genetic resistance building up by repeated ops.  Still to me it seems like that's a design oversight, it should be a separate resistance from other probe operations.  Not sure how difficult that would be to break out, though.


Title: Re: Is this a bug: "defense against genetic warfare" techs do not protect units
Post by: Yitzi on October 01, 2014, 03:06:16 PM
I voted #3 / other.  I think as you said by the description, hospital facilities should reduce the damage to units. 

"Security interlocks" affecting genetic warfare doesn't make much logical sense to me.  I guess if you rationalize it as genetic resistance building up by repeated ops.  Still to me it seems like that's a design oversight, it should be a separate resistance from other probe operations.  Not sure how difficult that would be to break out, though.

It is a separate resistance, sorry if I wasn't clear there.  Each type of interlock is a separate resistance, so stealing tech won't affect stealing energy, and neither will affect genetic warfare.
Title: Re: Is this a bug: "defense against genetic warfare" techs do not protect units
Post by: Nexii on October 01, 2014, 03:38:36 PM
Ah good to know.  I guess ideally the game would let you know the turns remaining for each interlock category.  But I assume that would be a fairly major overhaul.
Title: Re: Is this a bug: "defense against genetic warfare" techs do not protect units
Post by: Yitzi on October 01, 2014, 04:50:50 PM
Ah good to know.  I guess ideally the game would let you know the turns remaining for each interlock category.  But I assume that would be a fairly major overhaul.

Simply having there be "turns remaining" instead of it being permanent would be a fairly major overhaul as far as I can tell; letting you know turns remaining wouldn't be that much extra if there's a good place to put the information.
Title: Re: Is this a bug: "defense against genetic warfare" techs do not protect units
Post by: Nexii on October 01, 2014, 07:19:40 PM
Yea I meant just the information, if that wasn't clear
Title: Re: Is this a bug: "defense against genetic warfare" techs do not protect units
Post by: Yitzi on October 01, 2014, 09:57:31 PM
Yea I meant just the information, if that wasn't clear

I understood that, but the hard part is still not displaying the information, but deciding where to display it (regarding which I'm happy to take input) and allowing the game to track it in the first place.
Title: Re: Is this a bug: "defense against genetic warfare" techs do not protect units
Post by: Nexii on October 05, 2014, 12:20:29 PM
Ah nevermind, I was thinking interlocks eventually ran out for some reason.  I don't think a change is really needed.
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